/* * File: terrain.cc * Summary: Terrain related functions. * Written by: Linley Henzell * * Modified for Crawl Reference by $Author$ on $Date$ */ #include "AppHdr.h" REVISION("$Rev$"); #include "externs.h" #include "terrain.h" #include #include #include "cloud.h" #include "dgnevent.h" #include "directn.h" #include "itemprop.h" #include "items.h" #include "message.h" #include "misc.h" #include "monplace.h" #include "monstuff.h" #include "mstuff2.h" #include "ouch.h" #include "overmap.h" #include "player.h" #include "religion.h" #include "spells3.h" #include "stuff.h" #include "transfor.h" #include "traps.h" #include "view.h" actor* actor_at(const coord_def& c) { if (!in_bounds(c)) return (NULL); if (c == you.pos()) return (&you); return (monster_at(c)); } bool grid_is_wall(dungeon_feature_type grid) { return (grid >= DNGN_MINWALL && grid <= DNGN_MAXWALL); } bool grid_is_stone_stair(dungeon_feature_type grid) { switch (grid) { case DNGN_STONE_STAIRS_UP_I: case DNGN_STONE_STAIRS_UP_II: case DNGN_STONE_STAIRS_UP_III: case DNGN_STONE_STAIRS_DOWN_I: case DNGN_STONE_STAIRS_DOWN_II: case DNGN_STONE_STAIRS_DOWN_III: return (true); default: return (false); } } bool grid_is_staircase(dungeon_feature_type grid) { if (grid_is_stone_stair(grid)) return (true); // All branch entries/exits are staircases, except for Zot. if (grid == DNGN_ENTER_ZOT || grid == DNGN_RETURN_FROM_ZOT) return (false); return (grid >= DNGN_ENTER_FIRST_BRANCH && grid <= DNGN_ENTER_LAST_BRANCH || grid >= DNGN_RETURN_FROM_FIRST_BRANCH && grid <= DNGN_RETURN_FROM_LAST_BRANCH); } bool grid_is_escape_hatch(dungeon_feature_type grid) { return (grid == DNGN_ESCAPE_HATCH_UP || grid == DNGN_ESCAPE_HATCH_DOWN); } bool grid_sealable_portal(dungeon_feature_type grid) { switch (grid) { case DNGN_ENTER_HELL: case DNGN_ENTER_ABYSS: case DNGN_ENTER_PANDEMONIUM: case DNGN_ENTER_LABYRINTH: case DNGN_ENTER_PORTAL_VAULT: return (true); default: return (false); } } bool grid_is_portal(dungeon_feature_type grid) { return (grid == DNGN_ENTER_PORTAL_VAULT || grid == DNGN_EXIT_PORTAL_VAULT); } command_type grid_stair_direction(dungeon_feature_type grid) { switch (grid) { case DNGN_STONE_STAIRS_UP_I: case DNGN_STONE_STAIRS_UP_II: case DNGN_STONE_STAIRS_UP_III: case DNGN_ESCAPE_HATCH_UP: case DNGN_RETURN_FROM_ORCISH_MINES: case DNGN_RETURN_FROM_HIVE: case DNGN_RETURN_FROM_LAIR: case DNGN_RETURN_FROM_SLIME_PITS: case DNGN_RETURN_FROM_VAULTS: case DNGN_RETURN_FROM_CRYPT: case DNGN_RETURN_FROM_HALL_OF_BLADES: case DNGN_RETURN_FROM_ZOT: case DNGN_RETURN_FROM_TEMPLE: case DNGN_RETURN_FROM_SNAKE_PIT: case DNGN_RETURN_FROM_ELVEN_HALLS: case DNGN_RETURN_FROM_TOMB: case DNGN_RETURN_FROM_SWAMP: case DNGN_RETURN_FROM_SHOALS: case DNGN_ENTER_SHOP: case DNGN_EXIT_HELL: case DNGN_EXIT_PORTAL_VAULT: return (CMD_GO_UPSTAIRS); case DNGN_ENTER_PORTAL_VAULT: case DNGN_ENTER_HELL: case DNGN_ENTER_LABYRINTH: case DNGN_STONE_STAIRS_DOWN_I: case DNGN_STONE_STAIRS_DOWN_II: case DNGN_STONE_STAIRS_DOWN_III: case DNGN_ESCAPE_HATCH_DOWN: case DNGN_ENTER_DIS: case DNGN_ENTER_GEHENNA: case DNGN_ENTER_COCYTUS: case DNGN_ENTER_TARTARUS: case DNGN_ENTER_ABYSS: case DNGN_EXIT_ABYSS: case DNGN_ENTER_PANDEMONIUM: case DNGN_EXIT_PANDEMONIUM: case DNGN_TRANSIT_PANDEMONIUM: case DNGN_ENTER_ORCISH_MINES: case DNGN_ENTER_HIVE: case DNGN_ENTER_LAIR: case DNGN_ENTER_SLIME_PITS: case DNGN_ENTER_VAULTS: case DNGN_ENTER_CRYPT: case DNGN_ENTER_HALL_OF_BLADES: case DNGN_ENTER_ZOT: case DNGN_ENTER_TEMPLE: case DNGN_ENTER_SNAKE_PIT: case DNGN_ENTER_ELVEN_HALLS: case DNGN_ENTER_TOMB: case DNGN_ENTER_SWAMP: case DNGN_ENTER_SHOALS: return (CMD_GO_DOWNSTAIRS); default: return (CMD_NO_CMD); } } bool grid_is_opaque(dungeon_feature_type grid) { return (grid < DNGN_MINSEE); } bool grid_is_solid(dungeon_feature_type grid) { return (grid < DNGN_MINMOVE); } bool grid_is_solid(int x, int y) { return (grid_is_solid(grd[x][y])); } bool grid_is_solid(const coord_def &c) { return (grid_is_solid(grd(c))); } bool grid_is_rock(dungeon_feature_type grid) { return (grid == DNGN_ORCISH_IDOL || grid == DNGN_GRANITE_STATUE || grid == DNGN_SECRET_DOOR || grid >= DNGN_ROCK_WALL && grid <= DNGN_CLEAR_PERMAROCK_WALL); } bool grid_is_permarock(dungeon_feature_type grid) { return (grid == DNGN_PERMAROCK_WALL || grid == DNGN_CLEAR_PERMAROCK_WALL); } bool grid_is_trap(dungeon_feature_type grid, bool undiscovered_too) { return (grid == DNGN_TRAP_MECHANICAL || grid == DNGN_TRAP_MAGICAL || grid == DNGN_TRAP_NATURAL || (undiscovered_too && grid == DNGN_UNDISCOVERED_TRAP)); } bool grid_is_water(dungeon_feature_type grid) { return (grid == DNGN_SHALLOW_WATER || grid == DNGN_DEEP_WATER || grid == DNGN_WATER_RESERVED); } bool grid_is_watery(dungeon_feature_type grid) { return (grid_is_water(grid) || grid == DNGN_FOUNTAIN_BLUE); } bool grid_destroys_items(dungeon_feature_type grid) { return (grid == DNGN_LAVA || grid == DNGN_DEEP_WATER); } // Returns GOD_NO_GOD if grid is not an altar, otherwise returns the // GOD_* type. god_type grid_altar_god(dungeon_feature_type grid) { if (grid >= DNGN_ALTAR_FIRST_GOD && grid <= DNGN_ALTAR_LAST_GOD) return (static_cast(grid - DNGN_ALTAR_FIRST_GOD + 1)); return (GOD_NO_GOD); } // Returns DNGN_FLOOR for non-gods, otherwise returns the altar for the // god. dungeon_feature_type altar_for_god(god_type god) { if (god == GOD_NO_GOD || god >= NUM_GODS) return (DNGN_FLOOR); // Yeah, lame. Tell me about it. return static_cast(DNGN_ALTAR_FIRST_GOD + god - 1); } bool grid_is_branch_stairs(dungeon_feature_type grid) { return ((grid >= DNGN_ENTER_FIRST_BRANCH && grid <= DNGN_ENTER_LAST_BRANCH) || (grid >= DNGN_ENTER_DIS && grid <= DNGN_ENTER_TARTARUS)); } // Find all connected cells containing ft, starting at d. void find_connected_identical(coord_def d, dungeon_feature_type ft, std::set& out) { if (grd(d) != ft) return; std::string prop = env.markers.property_at(d, MAT_ANY, "connected_exclude"); if (!prop.empty()) { // Even if this square is excluded from being a part of connected // cells, add it if it's the starting square. if (out.empty()) out.insert(d); return; } if (out.insert(d).second) { find_connected_identical(coord_def(d.x+1, d.y), ft, out); find_connected_identical(coord_def(d.x-1, d.y), ft, out); find_connected_identical(coord_def(d.x, d.y+1), ft, out); find_connected_identical(coord_def(d.x, d.y-1), ft, out); } } // Find all connected cells containing ft_min to ft_max, starting at d. void find_connected_range(coord_def d, dungeon_feature_type ft_min, dungeon_feature_type ft_max, std::set& out) { if (grd(d) < ft_min || grd(d) > ft_max) return; std::string prop = env.markers.property_at(d, MAT_ANY, "connected_exclude"); if (!prop.empty()) { // Even if this square is excluded from being a part of connected // cells, add it if it's the starting square. if (out.empty()) out.insert(d); return; } if (out.insert(d).second) { find_connected_range(coord_def(d.x+1, d.y), ft_min, ft_max, out); find_connected_range(coord_def(d.x-1, d.y), ft_min, ft_max, out); find_connected_range(coord_def(d.x, d.y+1), ft_min, ft_max, out); find_connected_range(coord_def(d.x, d.y-1), ft_min, ft_max, out); } } void get_door_description(int door_size, const char** adjective, const char** noun) { const char* descriptions[] = { "miniscule " , "buggy door", "" , "door", "large " , "door", "" , "gate", "huge " , "gate", }; int max_idx = static_cast(ARRAYSZ(descriptions) - 2); const unsigned int idx = std::min(door_size*2, max_idx); *adjective = descriptions[idx]; *noun = descriptions[idx+1]; } unsigned int show_appearance(const coord_def &ep) { unsigned int object = env.show(ep); const coord_def gc = show2grid(ep); if (object == DNGN_SECRET_DOOR) object = grid_secret_door_appearance(gc); return object; } dungeon_feature_type grid_appearance(const coord_def &gc) { return grid_appearance(grd, gc); } dungeon_feature_type grid_appearance(feature_grid &gr, const coord_def &gc) { dungeon_feature_type grid = gr(gc); if (grid == DNGN_SECRET_DOOR) grid = grid_secret_door_appearance(gc); return grid; } dungeon_feature_type grid_secret_door_appearance(const coord_def &where) { dungeon_feature_type ret = DNGN_FLOOR; for (int dx = -1; dx <= 1; dx++) for (int dy = -1; dy <= 1; dy++) { // only considering orthogonal grids if ((abs(dx) + abs(dy)) % 2 == 0) continue; const dungeon_feature_type targ = grd[where.x + dx][where.y + dy]; if (!grid_is_wall( targ )) continue; if (ret == DNGN_FLOOR) ret = targ; else if (ret != targ) ret = ((ret < targ) ? ret : targ); } return ((ret == DNGN_FLOOR) ? DNGN_ROCK_WALL : ret); } const char *grid_item_destruction_message(dungeon_feature_type grid) { return (grid == DNGN_DEEP_WATER ? "You hear a splash." : grid == DNGN_LAVA ? "You hear a sizzling splash." : "You hear a crunching noise."); } static coord_def _dgn_find_nearest_square( const coord_def &pos, bool (*acceptable)(const coord_def &), bool (*traversable)(const coord_def &) = NULL) { memset(travel_point_distance, 0, sizeof(travel_distance_grid_t)); std::list points[2]; int iter = 0; points[iter].push_back(pos); while (!points[iter].empty()) { for (std::list::iterator i = points[iter].begin(); i != points[iter].end(); ++i) { const coord_def &p = *i; if (p != pos && acceptable(p)) return (p); travel_point_distance[p.x][p.y] = 1; for (int yi = -1; yi <= 1; ++yi) for (int xi = -1; xi <= 1; ++xi) { if (!xi && !yi) continue; const coord_def np = p + coord_def(xi, yi); if (!in_bounds(np) || travel_point_distance[np.x][np.y]) continue; if (traversable && !traversable(np)) continue; points[!iter].push_back(np); } } points[iter].clear(); iter = !iter; } coord_def unfound; return (unfound); } static bool _item_safe_square(const coord_def &pos) { const dungeon_feature_type feat = grd(pos); return (is_traversable(feat) && !grid_destroys_items(feat)); } // Moves an item on the floor to the nearest adjacent floor-space. static bool _dgn_shift_item(const coord_def &pos, item_def &item) { const coord_def np = _dgn_find_nearest_square(pos, _item_safe_square); if (in_bounds(np) && np != pos) { int index = item.index(); move_item_to_grid(&index, np); return (true); } return (false); } bool is_critical_feature(dungeon_feature_type feat) { return (grid_stair_direction(feat) != CMD_NO_CMD || grid_altar_god(feat) != GOD_NO_GOD); } static bool _is_feature_shift_target(const coord_def &pos) { return (grd(pos) == DNGN_FLOOR && !dungeon_events.has_listeners_at(pos)); } static bool _dgn_shift_feature(const coord_def &pos) { const dungeon_feature_type dfeat = grd(pos); if (!is_critical_feature(dfeat) && !env.markers.find(pos, MAT_ANY)) return (false); const coord_def dest = _dgn_find_nearest_square(pos, _is_feature_shift_target); if (in_bounds(dest) && dest != pos) { grd(dest) = dfeat; if (dfeat == DNGN_ENTER_SHOP) if (shop_struct *s = get_shop(pos)) s->pos = dest; env.markers.move(pos, dest); dungeon_events.move_listeners(pos, dest); } return (true); } static void _dgn_check_terrain_items(const coord_def &pos, bool preserve_items) { const dungeon_feature_type grid = grd(pos); if (grid_is_solid(grid) || grid_destroys_items(grid)) { int item = igrd(pos); bool did_destroy = false; while (item != NON_ITEM) { const int curr = item; item = mitm[item].link; // Game-critical item. if (preserve_items || item_is_critical(mitm[curr])) _dgn_shift_item(pos, mitm[curr]); else { item_was_destroyed(mitm[curr]); destroy_item(curr); did_destroy = true; } } if (did_destroy && player_can_hear(pos)) mprf(MSGCH_SOUND, grid_item_destruction_message(grid)); } } static void _dgn_check_terrain_monsters(const coord_def &pos) { if (monsters* m = monster_at(pos)) m->apply_location_effects(pos); } // Clear blood off of terrain that shouldn't have it. Also clear // of blood if a bloody wall has been dug out and replaced by a floor, // or if a bloody floor has been replaced by a wall. static void _dgn_check_terrain_blood(const coord_def &pos, dungeon_feature_type old_feat, dungeon_feature_type new_feat) { if (!testbits(env.map(pos).property, FPROP_BLOODY)) return; if (new_feat == DNGN_UNSEEN) { // Caller has already changed the grid, and old_feat is actually // the new feat. if (old_feat != DNGN_FLOOR && !grid_is_solid(old_feat)) env.map(pos).property &= ~(FPROP_BLOODY); } else { if (grid_is_solid(old_feat) != grid_is_solid(new_feat) || grid_is_water(new_feat) || grid_destroys_items(new_feat) || is_critical_feature(new_feat)) { env.map(pos).property &= ~(FPROP_BLOODY); } } } void _dgn_check_terrain_player(const coord_def pos) { if (pos != you.pos()) return; if (you.can_pass_through(pos)) { // If the monster can't stay submerged in the new terrain and // there aren't any adjacent squares where it can stay // submerged then move it. monsters* mon = monster_at(pos); if (mon && !mons_is_submerged(mon)) monster_teleport(mon, true, false); move_player_to_grid(pos, false, true, true); } else you_teleport_now(true, false); } void dungeon_terrain_changed(const coord_def &pos, dungeon_feature_type nfeat, bool affect_player, bool preserve_features, bool preserve_items) { if (grd(pos) == nfeat) return; _dgn_check_terrain_blood(pos, grd(pos), nfeat); if (nfeat != DNGN_UNSEEN) { if (preserve_features) _dgn_shift_feature(pos); unnotice_feature(level_pos(level_id::current(), pos)); grd(pos) = nfeat; env.grid_colours(pos) = BLACK; if (is_notable_terrain(nfeat) && see_grid(pos)) seen_notable_thing(nfeat, pos); destroy_trap(pos); } _dgn_check_terrain_items(pos, preserve_items); _dgn_check_terrain_monsters(pos); if (affect_player) _dgn_check_terrain_player(pos); set_terrain_changed(pos); } static void _announce_swap_real(coord_def orig_pos, coord_def dest_pos) { const dungeon_feature_type orig_feat = grd(dest_pos); const std::string orig_name = feature_description(dest_pos, false, see_grid(orig_pos) ? DESC_CAP_THE : DESC_CAP_A, false); std::string prep = grid_preposition(orig_feat, false); std::string orig_actor, dest_actor; if (orig_pos == you.pos()) orig_actor = "you"; else if (const monsters *m = monster_at(orig_pos)) { if (you.can_see(m)) orig_actor = m->name(DESC_NOCAP_THE); } if (dest_pos == you.pos()) dest_actor = "you"; else if (const monsters *m = monster_at(dest_pos)) { if (you.can_see(m)) dest_actor = m->name(DESC_NOCAP_THE); } std::ostringstream str; str << orig_name << " "; if (see_grid(orig_pos) && !see_grid(dest_pos)) { str << "suddenly disappears"; if (!orig_actor.empty()) str << " from " << prep << " " << orig_actor; } else if (!see_grid(orig_pos) && see_grid(dest_pos)) { str << "suddenly appears"; if (!dest_actor.empty()) str << " " << prep << " " << dest_actor; } else { str << "moves"; if (!orig_actor.empty()) str << " from " << prep << " " << orig_actor; if (!dest_actor.empty()) str << " to " << prep << " " << dest_actor; } str << "!"; mpr(str.str().c_str()); } static void _announce_swap(coord_def pos1, coord_def pos2) { if (!see_grid(pos1) && !see_grid(pos2)) return; const dungeon_feature_type feat1 = grd(pos1); const dungeon_feature_type feat2 = grd(pos2); if (feat1 == feat2) return; const bool notable_seen1 = is_notable_terrain(feat1) && see_grid(pos1); const bool notable_seen2 = is_notable_terrain(feat2) && see_grid(pos2); coord_def orig_pos, dest_pos; if (notable_seen1 && notable_seen2) { _announce_swap_real(pos1, pos2); _announce_swap_real(pos2, pos1); } else if (notable_seen1) _announce_swap_real(pos2, pos1); else if (notable_seen2) _announce_swap_real(pos1, pos2); else if (see_grid(pos2)) _announce_swap_real(pos1, pos2); else _announce_swap_real(pos2, pos1); } bool swap_features(const coord_def &pos1, const coord_def &pos2, bool swap_everything, bool announce) { ASSERT(in_bounds(pos1) && in_bounds(pos2)); ASSERT(pos1 != pos2); if (is_sanctuary(pos1) || is_sanctuary(pos2)) return (false); const dungeon_feature_type feat1 = grd(pos1); const dungeon_feature_type feat2 = grd(pos2); if (is_notable_terrain(feat1) && !see_grid(pos1) && is_terrain_known(pos1)) { return (false); } if (is_notable_terrain(feat2) && !see_grid(pos2) && is_terrain_known(pos2)) { return (false); } const unsigned short col1 = env.grid_colours(pos1); const unsigned short col2 = env.grid_colours(pos2); const unsigned long prop1 = env.map(pos1).property; const unsigned long prop2 = env.map(pos2).property; trap_def* trap1 = find_trap(pos1); trap_def* trap2 = find_trap(pos2); shop_struct* shop1 = get_shop(pos1); shop_struct* shop2 = get_shop(pos2); // Find a temporary holding place for pos1 stuff to be moved to // before pos2 is moved to pos1. coord_def temp(-1, -1); for (int x = X_BOUND_1 + 1; x < X_BOUND_2; x++) { for (int y = Y_BOUND_1 + 1; y < Y_BOUND_2; y++) { coord_def pos(x, y); if (pos == pos1 || pos == pos2) continue; if (!env.markers.find(pos, MAT_ANY) && !is_notable_terrain(grd(pos)) && env.cgrid(pos) == EMPTY_CLOUD) { temp = pos; break; } } if (in_bounds(temp)) break; } if (!in_bounds(temp)) { mpr("swap_features(): No boring squares on level?", MSGCH_ERROR); return (false); } // OK, now we guarantee the move. (void) move_notable_thing(pos1, temp); env.markers.move(pos1, temp); dungeon_events.move_listeners(pos1, temp); grd(pos1) = DNGN_UNSEEN; env.map(pos1).property = 0; (void) move_notable_thing(pos2, pos1); env.markers.move(pos2, pos1); dungeon_events.move_listeners(pos2, pos1); env.map(pos1).property = prop2; env.map(pos2).property = prop1; (void) move_notable_thing(temp, pos2); env.markers.move(temp, pos2); dungeon_events.move_listeners(temp, pos2); // Swap features and colours. grd(pos2) = feat1; grd(pos1) = feat2; env.grid_colours(pos1) = col2; env.grid_colours(pos2) = col1; // Swap traps. if (trap1) trap1->pos = pos2; if (trap2) trap2->pos = pos1; // Swap shops. if (shop1) shop1->pos = pos2; if (shop2) shop2->pos = pos1; if (!swap_everything) { _dgn_check_terrain_items(pos1, false); _dgn_check_terrain_monsters(pos1); _dgn_check_terrain_player(pos1); set_terrain_changed(pos1); _dgn_check_terrain_items(pos2, false); _dgn_check_terrain_monsters(pos2); _dgn_check_terrain_player(pos2); set_terrain_changed(pos2); if (announce) _announce_swap(pos1, pos2); return (true); } // Swap items. for (stack_iterator si(pos1); si; ++si) si->pos = pos1; for (stack_iterator si(pos2); si; ++si) si->pos = pos2; // Swap monsters. // Note that trapping nets, etc., move together // with the monster/player, so don't clear them. const int m1 = mgrd(pos1); const int m2 = mgrd(pos1); mgrd(pos1) = m2; mgrd(pos2) = m1; if (mgrd(pos1) != NON_MONSTER) menv[mgrd(pos1)].position = pos1; if (mgrd(pos2) != NON_MONSTER) menv[mgrd(pos2)].position = pos2; // Swap clouds. move_cloud(env.cgrid(pos1), temp); move_cloud(env.cgrid(pos2), pos1); move_cloud(env.cgrid(temp), pos2); if (pos1 == you.pos()) { you.position = pos2; viewwindow(true, false); } else if (pos2 == you.pos()) { you.position = pos1; viewwindow(true, false); } set_terrain_changed(pos1); set_terrain_changed(pos2); if (announce) _announce_swap(pos1, pos2); return (true); } static bool _ok_dest_grid(const actor* orig_actor, const dungeon_feature_type orig_feat, const coord_def dest_pos) { const dungeon_feature_type dest_feat = grd(dest_pos); if (orig_feat == dest_feat) return (false); if (is_notable_terrain(dest_feat)) return (false); actor* dest_actor = actor_at(dest_pos); if (orig_actor && !orig_actor->is_habitable_feat(dest_feat)) return (false); if (dest_actor && !dest_actor->is_habitable_feat(orig_feat)) return (false); return (true); } bool slide_feature_over(const coord_def &src, coord_def prefered_dest, bool announce) { ASSERT(in_bounds(src)); const dungeon_feature_type orig_feat = grd(src); const actor* orig_actor = actor_at(src); if (in_bounds(prefered_dest) && _ok_dest_grid(orig_actor, orig_feat, prefered_dest)) { ASSERT(prefered_dest != src); } else { int squares = 0; for (adjacent_iterator ai(src); ai; ++ai) { if (_ok_dest_grid(orig_actor, orig_feat, *ai) && one_chance_in(++squares)) { prefered_dest = *ai; } } } if (!in_bounds(prefered_dest)) return (false); ASSERT(prefered_dest != src); return swap_features(src, prefered_dest, false, announce); } // Returns true if we manage to scramble free. bool fall_into_a_pool( const coord_def& entry, bool allow_shift, unsigned char terrain ) { bool escape = false; coord_def empty; if (you.species == SP_MERFOLK && terrain == DNGN_DEEP_WATER) { // These can happen when we enter deep water directly -- bwr merfolk_start_swimming(); return (false); } // sanity check if (terrain != DNGN_LAVA && beogh_water_walk()) return (false); mprf("You fall into the %s!", (terrain == DNGN_LAVA) ? "lava" : (terrain == DNGN_DEEP_WATER) ? "water" : "programming rift"); more(); mesclr(); if (terrain == DNGN_LAVA) { const int resist = player_res_fire(); if (resist <= 0) { mpr( "The lava burns you to a cinder!" ); ouch(INSTANT_DEATH, NON_MONSTER, KILLED_BY_LAVA); } else { // should boost # of bangs per damage in the future {dlb} mpr( "The lava burns you!" ); ouch((10 + roll_dice(2, 50)) / resist, NON_MONSTER, KILLED_BY_LAVA); } expose_player_to_element( BEAM_LAVA, 14 ); } // a distinction between stepping and falling from you.duration[DUR_LEVITATION] // prevents stepping into a thin stream of lava to get to the other side. if (scramble()) { if (allow_shift) { escape = empty_surrounds(you.pos(), DNGN_FLOOR, 1, false, empty); } else { // back out the way we came in, if possible if (grid_distance( you.pos(), entry ) == 1 && mgrd(entry) == NON_MONSTER) { escape = true; empty = entry; } else // zero or two or more squares away, with no way back { escape = false; } } } else { if (you.attribute[ATTR_TRANSFORMATION] == TRAN_STATUE) mpr("You sink like a stone!"); else mpr("You try to escape, but your burden drags you down!"); } if (escape) { if (in_bounds(empty) && !is_grid_dangerous(grd(empty))) { mpr("You manage to scramble free!"); move_player_to_grid( empty, false, false, true ); if (terrain == DNGN_LAVA) expose_player_to_element( BEAM_LAVA, 14 ); return (true); } } mpr("You drown..."); if (terrain == DNGN_LAVA) ouch(INSTANT_DEATH, NON_MONSTER, KILLED_BY_LAVA); else if (terrain == DNGN_DEEP_WATER) ouch(INSTANT_DEATH, NON_MONSTER, KILLED_BY_WATER); return (false); } typedef std::map feat_desc_map; static feat_desc_map feat_desc_cache; void init_feat_desc_cache() { for (int i = 0; i < NUM_FEATURES; i++) { dungeon_feature_type grid = static_cast(i); std::string desc = feature_description(grid); lowercase(desc); if (feat_desc_cache.find(desc) == feat_desc_cache.end()) feat_desc_cache[desc] = grid; } } dungeon_feature_type feat_by_desc(std::string desc) { lowercase(desc); if (desc[desc.size() - 1] != '.') desc += "."; feat_desc_map::iterator i = feat_desc_cache.find(desc); if (i != feat_desc_cache.end()) return (i->second); return (DNGN_UNSEEN); } // If active is true, the player is just stepping onto the grid, with the // message: " slides away as you move it!" // Else, the actor is already on the grid: // " moves from to !" std::string grid_preposition(dungeon_feature_type grid, bool active, const actor* who) { const bool airborne = !who || who->airborne(); const command_type dir = grid_stair_direction(grid); if (dir == CMD_NO_CMD) { if (grid == DNGN_STONE_ARCH) return "beside"; else if (grid_is_solid(grid)) // Passwall? { if (active) return "inside"; else return "around"; } else if (!airborne) { if (grid == DNGN_LAVA || grid_is_water(grid)) { if (active) return "into"; else return "around"; } else { if (active) return "onto"; else return "under"; } } } if (dir == CMD_GO_UPSTAIRS && grid_is_escape_hatch(grid)) { if (active) return "under"; else return "above"; } if (airborne) { if (active) return "over"; else return "beneath"; } if (dir == CMD_GO_DOWNSTAIRS && (grid_is_staircase(grid) || grid_is_escape_hatch(grid))) { if (active) return "onto"; else return "beneath"; } else return "beside"; } std::string stair_climb_verb(dungeon_feature_type grid) { ASSERT(grid_stair_direction(grid) != CMD_NO_CMD); if (grid_is_staircase(grid)) return "climb"; else if (grid_is_escape_hatch(grid)) return "use"; else return "pass through"; }